annotate rogue3/sticks.c @ 145:aac28331e71d

Advanced Rogue family: fix the "score" option. Changing the score file (when permitted) now works again, closing the old score file and opening the new one.
author John "Elwin" Edwards
date Wed, 20 May 2015 08:42:17 -0400
parents 527e2150eaf0
children
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1 /*
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2 * Functions to implement the various sticks one might find
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3 * while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 3.14 (Berkeley) 6/15/81
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include "curses.h"
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15 #include <ctype.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 void
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20 fix_stick(struct object *cur)
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21 {
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22 if (strcmp(ws_type[cur->o_which], "staff") == 0)
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23 strcpy(cur->o_damage,"2d3");
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24 else
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25 strcpy(cur->o_damage,"1d1");
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26 strcpy(cur->o_hurldmg,"1d1");
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27
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28 cur->o_charges = 3 + rnd(5);
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29 switch (cur->o_which)
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30 {
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31 case WS_HIT:
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32 cur->o_hplus = 3;
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33 cur->o_dplus = 3;
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34 strcpy(cur->o_damage,"1d8");
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35 when WS_LIGHT:
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36 cur->o_charges = 10 + rnd(10);
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37 }
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38 }
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39
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40 void
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41 do_zap(int gotdir)
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42 {
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43 struct linked_list *item;
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44 struct object *obj;
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45 struct room *rp;
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46 struct thing *tp;
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47 int y, x;
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48
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49 if ((item = get_item("zap with", STICK)) == NULL)
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50 return;
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51 obj = (struct object *) ldata(item);
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52 if (obj->o_type != STICK)
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53 {
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54 msg("You can't zap with that!");
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55 after = FALSE;
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56 return;
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57 }
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58 if (obj->o_charges == 0)
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59 {
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60 msg("Nothing happens.");
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61 return;
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62 }
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63 if (!gotdir)
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64 do {
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65 delta.y = rnd(3) - 1;
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66 delta.x = rnd(3) - 1;
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67 } while (delta.y == 0 && delta.x == 0);
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68 switch (obj->o_which)
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69 {
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70 case WS_LIGHT:
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71 /*
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72 * Reddy Kilowat wand. Light up the room
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73 */
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74 ws_know[WS_LIGHT] = TRUE;
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75 if ((rp = roomin(&hero)) == NULL)
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76 msg("The corridor glows and then fades");
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77 else
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78 {
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79 addmsg("The room is lit");
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80 if (!terse)
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81 addmsg(" by a shimmering blue light.");
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82 endmsg();
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83 rp->r_flags &= ~ISDARK;
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84 /*
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85 * Light the room and put the player back up
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86 */
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87 light(&hero);
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88 mvwaddch(cw, hero.y, hero.x, PLAYER);
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89 }
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90 when WS_DRAIN:
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91 /*
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92 * Take away 1/2 of hero's hit points, then take it away
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93 * evenly from the monsters in the room (or next to hero
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94 * if he is in a passage)
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95 */
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96 if (pstats.s_hpt < 2)
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97 {
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98 msg("You are too weak to use it.");
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99 return;
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100 }
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101 else if ((rp = roomin(&hero)) == NULL)
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102 drain(hero.y-1, hero.y+1, hero.x-1, hero.x+1);
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103 else
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104 drain(rp->r_pos.y, rp->r_pos.y+rp->r_max.y,
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105 rp->r_pos.x, rp->r_pos.x+rp->r_max.x);
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